Large fiend, chaotic evil
Armor Class: 20
Hit Points: 550
Speed:
40 ft
Saving Throws: DEX (+9), CON (+12), WIS (+12)
Skills:
- Deception +15
- Insight +12
- Perception +12
- Persuasion +15
Damage Resistances: Cold; Fire; Lightning; Bludgeoning, Piercing, and Slashing
Damage Immunities: Poison; Bludgeoning, Piercing, and Slashing that is nonmagical
Condition Immunities: Charmed, Exhausted, Frightened, Poisoned
Senses:
- Truesight 120ft.
- Passive Perception: 22
Languages: All, Telepathy 120ft.
Challenge Rating: 24
- Legendary Resistance (3/day)
- Magic Resistance.
Actions
- Use Key. When you take this Action, choose one of the following options:
Reactions
- Antimagic Key (Counterspell). In response to being targeted by a Spell, you attempt to use the Antimagic Key to absorb the Spell. Make a Dexterity Saving Throw against the caster's Spell Save DC. On a success, the Key absorbs the Spell and you suffer none of its effects. On a failure, you are subjected to the Spell's effects.
Legendary Actions
Drar'omath can take Legendary Actions, choosing from the following options. He can take only one Legendary Action at a time and only at the end of another creature's turn.
- Use Key.You take the Use Key Action.
- Disengage. You move up to half your Speed. This movement does not provoke Attacks of Opportunity.
- Summon Lesser Demons. 1d4 lesser demons spawn in locations of your choice that you can see within 30ft. of you. Each summoned demon has 1HP and has a claw attack with +5 to Hit that deals 1d6 Slashing Damage. They take their turns immediately after Drar'omath.